Roadmap

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This page shows an overview of SotEs completion. The list is subject to change at any time. Things may be added, removed and moved between versions. Some things may not even be scheduled yet, even though they will be in the final release. Versions are named after concepts from Norse mythology.

  • Complete (ready to ship, may be subject to future tweaks and bug-fixing)
  • In progress (we're working on it as we speak)
  • In design (this feature is still being designed)
  • Not started

Version 0.0 (Ginnungagap)

  • Prelimenary terrain generation
  • Prelimenary oceanography
  • Basic UI
  • Planet renderer
  • C++/C# interopability

Version 0.1 (Muspelheim)

  • Mapmodes
  • Tile view
  • Hotspots
  • Erosion
  • Water movement on land
  • Simple limestone islands
  • Detailed orogeny and terrain generation
  • Detailed oceanography
  • Climate simulation
  • Wiki rework
  • Subreddit rework

Version 0.2 (Niflheim)

  • Lakes
  • Rivers
  • Flood Plains
  • Fjords and Rias
  • Ice Age Geography
  • Glaciers
  • Dynamic snow
  • "Mediterranean" Seas
  • Prelimenary ecology
  • Soil organics
  • Resource generation based on geology (metals)
  • Biome generation
  • Province generation
  • Basic networking
  • In-game chat for multiplayer
  • Taunts for multiplayer chat
  • Improved climate generation
  • Droughts, heat waves, cold snaps and other extreme weather events
  • Ocean Currents - a static model was implemented for the purposes of world generation, will be revisited and improved in future updates
  • Rocks types
  • Sediments
  • Volcanic ash generation
  • Soil moisture
  • Modding support for races
  • Modding support for resources
  • "Harmony" based mods
  • UI rework
  • Rendering optimization
  • Faster map mode switching
  • River rendering
  • Accurate glaciations
  • Alluvial soils
  • Soil texture (clay-silt-sand)
  • Mineral richness calculations for soil
  • "True colour" map mode
  • Prelimenary map editor - mostly to explore the idea. Not really feature complete in this update
  • Plant and biomass placement
  • Placement of initial sentient POPs
  • Prelimenary realms
  • Preliminary culture generation
  • Preliminary religion generation
  • Preliminary language generation
  • Ability to start the game and progress time
  • Varying game speeds
  • Checksums and compatibility tests in multiplayer
  • Province and realm borders

Version 0.3 (Midgard)

  • Watertables
  • Character portraits
  • Out-of-sync detection
  • Portrait modding
  • Simple playable characters
  • Placement of animal POPs
  • Animal migrations
  • Frontiers on feral/settled province borders
  • Prelimenary economics
  • Simple gift economies
  • Primitive currencies
  • Prices fully driven by supply and demand
  • Simple migration model
  • "Early stone age" technologies
  • "Late stone age" technologies
  • Support for technology modding
  • Interactions between animals and plants
  • Placeholder buildings

Version 0.4 (Helheim)

  • Further, flora-based climate refinements
  • Prelimenary placement of magical resources
  • More detailed migration and population dynamics
  • Plagues and diseases
  • Simulation of technological advancement/decay during world generation
  • More detailed characters
  • More complex production model
  • Families
  • "Antiquity" technologies

Version 0.5 (Alfheim)

  • Accessibility features for colourblind people
  • Linux and Mac support
  • Placement of magical resources
  • "Iron era" technologies

Version 0.6 (Jotunheim)

  • "Early medieval" technologies
  • Artifacts and heroes
  • Magic

Version 0.7 (Svartalfheim)

  • "High medieval" technologies

Version 0.8 (Vanaheim)

  • "Renaissance" technologies

Version 0.9 (Asgard)

  • "Enlightement" technologies

Alpha

  • Tectonics code update

Beta

Version 1.0 (Yggdrasil)

Future releases

  • Post-release support
  • Every other not-yet-forseen feature